Fighting (type)

The Fighting type (Japanese: かくとうタイプ Fighting type) is one of the eighteen types. Fighting-type moves are super effective against Dark-, Ice-, Normal-, Rock-, and Steel-type Pokémon, while Fighting-type Pokémon are weak to Flying-, Fairy-, and Psychic-type moves.

Battle properties

Note: Type effectiveness multipliers may vary in other games outside the core series.

Generation I

Offensive properties of   Fighting-type moves
Super effective (×2): Not very effective (×½): No effect (×0):
 Normal Rock Ice  Flying Poison Bug Psychic  Ghost
Defensive properties of   Fighting-type Pokémon
Weak to (×2): Resists (×½): Immune to (×0):
 Flying Psychic  Rock Bug None

Generations II to V

Offensive properties of   Fighting-type moves
Super effective (×2): Not very effective (×½): No effect (×0):
 Normal Rock Steel Ice Dark  Flying Poison Bug Psychic  Ghost
Defensive properties of   Fighting-type Pokémon
Weak to (×2): Resists (×½): Immune to (×0):
 Flying Psychic  Rock Bug Dark None

Generation VI onwards

Offensive properties of   Fighting-type moves
Super effective (×2): Not very effective (×½): No effect (×0):
 Normal Rock Steel Ice Dark  Flying Poison Bug Psychic Fairy  Ghost
Defensive properties of   Fighting-type Pokémon
Weak to (×2): Resists (×½): Immune to (×0):
 Flying Psychic Fairy  Rock Bug Dark None

Additional effects

If the user has the Ability Scrappy or Mind's Eye, or the target is under the effect of the moves Foresight or Odor Sleuth, Fighting-type moves will deal ×1 damage to Ghost-type Pokemon.

Pokémon

As of Generation IX, 82 Pokémon or 8% of all Pokémon are Fighting-type (counting those that are Fighting-type in at least one of their forms, including Mega Evolutions and regional forms), causing it to tie with Dark as the 9th rarest type among Pokémon after Ground, Rock and Steel and before Fire and Poison. All other types have been paired up with Fighting at least once.

Pure Fighting-type Pokémon

# Name
0056   Mankey
0057   Primeape
0066   Machop
0067   Machoke
0068   Machamp
  Gigantamax
Machamp
0083   Farfetch'd
Galarian Form
0106   Hitmonlee
0107   Hitmonchan
0128   Tauros
Paldean Form
(Combat Breed)
0236   Tyrogue
0237   Hitmontop
0296   Makuhita
0297   Hariyama
0447   Riolu
0532   Timburr
0533   Gurdurr
0534   Conkeldurr
0538   Throh
0539   Sawk
0619   Mienfoo
0620   Mienshao
0674   Pancham
0739   Crabrawler
0766   Passimian
0852   Clobbopus
0853   Grapploct
0865   Sirfetch'd
0870   Falinks
0889   Zamazenta
Hero of
Many Battles
0891   Kubfu

Half Fighting-type Pokémon

Primary Fighting-type Pokémon

# Name Type 1 Type 2
0128   Tauros
Paldean Form
(Blaze Breed)
Fighting Fire
  Tauros
Paldean Form
(Aqua Breed)
Fighting Water
0145   Zapdos
Galarian Form
Fighting Flying
0215   Sneasel
Hisuian Form
Fighting Poison
0307   Meditite Fighting Psychic
0308   Medicham Fighting Psychic
  Mega
Medicham
Fighting Psychic
0448   Lucario Fighting Steel
  Mega
Lucario
Fighting Steel
0675   Pangoro Fighting Dark
0701   Hawlucha Fighting Flying
0740   Crabominable Fighting Ice
0802   Marshadow Fighting Ghost
0889   Zamazenta
Crowned Shield
Fighting Steel
0892   Urshifu
Single Strike Style
Fighting Dark
  Gigantamax
Urshifu
Single Strike Style
Fighting Dark
  Urshifu
Rapid Strike Style
Fighting Water
  Gigantamax
Urshifu
Rapid Strike Style
Fighting Water
0903   Sneasler Fighting Poison
0979   Annihilape Fighting Ghost
0992   Iron Hands Fighting Electric
1007   Koraidon Fighting Dragon

Secondary Fighting-type Pokémon

# Name Type 1 Type 2
0062   Poliwrath Water Fighting
0150   Mega
Mewtwo X
Psychic Fighting
0214   Heracross Bug Fighting
  Mega
Heracross
Bug Fighting
0256   Combusken Fire Fighting
0257   Blaziken Fire Fighting
  Mega
Blaziken
Fire Fighting
0286   Breloom Grass Fighting
0391   Monferno Fire Fighting
0392   Infernape Fire Fighting
0428   Mega
Lopunny
Normal Fighting
0453   Croagunk Poison Fighting
0454   Toxicroak Poison Fighting
0475   Gallade Psychic Fighting
  Mega
Gallade
Psychic Fighting
0499   Pignite Fire Fighting
0500   Emboar Fire Fighting
0549   Lilligant
Hisuian Form
Grass Fighting
0559   Scraggy Dark Fighting
0560   Scrafty Dark Fighting
0638   Cobalion Steel Fighting
0639   Terrakion Rock Fighting
0640   Virizion Grass Fighting
0647   Keldeo
Ordinary Form
Water Fighting
  Keldeo
Resolute Form
Water Fighting
0648   Meloetta
Pirouette Forme
Normal Fighting
0652   Chesnaught Grass Fighting
0724   Decidueye
Hisuian Form
Grass Fighting
0759   Stufful Normal Fighting
0760   Bewear Normal Fighting
0783   Hakamo-o Dragon Fighting
0784   Kommo-o Dragon Fighting
0794   Buzzwole Bug Fighting
0795   Pheromosa Bug Fighting
0914   Quaquaval Water Fighting
0922   Pawmo Electric Fighting
0923   Pawmot Electric Fighting
0973   Flamigo Flying Fighting
0984   Great Tusk Ground Fighting
0988   Slither Wing Bug Fighting
1006   Iron Valiant Fairy Fighting
1014   Okidogi Poison Fighting

Other opponents

 
Black Belt
 Fighting 
Huge Power
HP Atk Def SpA SpD Spd
100 100 100 100 100 100
 
Caph Starmobile
 Fighting 
Stamina
Serious Nature
HP Atk Def SpA SpD Spd
408 95 120 80 85 131
  • The stats shown for the Caph Starmobile are the exact stats, not base stats. The values are custom set rather than derived from base stats, level, Nature, IVs, and EVs.

Moves

As of Generation IX, there are 57 Fighting-type moves, which makes up 6.10% of all moves (excluding those that are Fighting-type only under certain circumstances), making it the 4th most common type among moves, after Grass and before Water and Dark.

Prior to changes in Generation IV, all damaging Fighting-type moves were physical, but they may now also be special depending on the attack.

Some moves have had their types changed.

Gen Move Category Contest Power Accuracy PP Target Description
VII All-Out Pummeling Physical % 1 (max 1)
     
     
Any adjacent Pokémon
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
VII All-Out Pummeling Special % 1 (max 1)
     
     
Any adjacent Pokémon
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
III Arm Thrust Physical Tough 15 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user attacks the target with open-palmed arm thrusts. This move hits two to five times in a row.
IV Aura Sphere Special Beautiful 80 % 20 (max 32)
     
     
Anyone
The user lets loose a pulse of aura power from deep within its body at the target. This attack never misses.
IX Axe Kick Physical 120 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead.
VIII Body Press Physical 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals.
III Brick Break Physical Cool 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect.
III Bulk Up Status Cool % 20 (max 32)
     
     
Self
The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats.
V Circle Throw Physical Cool 60 90% 10 (max 16)
     
     
Any adjacent Pokémon
The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
IV Close Combat Physical Tough 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user fights the target up close, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats.
VIII Coaching Status % 10 (max 16)
     
     
Adjacent ally
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
IX Collision Course Physical 100 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit.
IX Combat Torque Physical 100 100% 10 (max 16)
     
     
Any adjacent Pokémon
This move is only used by a Starmobile. It may paralyze the opponent.*
I Counter Physical Tough 100% 20 (max 32)
     
     
Self
A retaliatory attack that counters any physical move, inflicting double the damage taken.
II Cross Chop Physical Cool 100 80% 5 (max 8)
     
     
Any adjacent Pokémon
The user delivers a double chop with its forearms crossed. This move has a heightened chance of landing a critical hit.
II Detect Status Cool % 5 (max 8)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
I Double Kick Physical Cool 30 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user attacks by kicking the target twice in a row using two feet.
IV Drain Punch Physical Tough 75 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target.
II Dynamic Punch Physical Cool 100 50% 5 (max 8)
     
     
Any adjacent Pokémon
The user attacks by punching the target with full concentrated power. This also confuses the target.
V Final Gambit Special Tough 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user risks everything to attack the target. The user faints but inflicts damage equal to its own HP.
VI Flying Press Physical Tough 100 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
IV Focus Blast Special Cool 120 70% 5 (max 8)
     
     
Any adjacent Pokémon
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
III Focus Punch Physical Tough 150 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user focuses its mind before launching a punch. This move fails if the user is hit before using the move.
IV Force Palm Physical Cool 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
The target is attacked with a shock wave. This may also leave the target with paralysis.
VIII G-Max Chi Strike Physical % 3 (max 4)
     
     
All adjacent foes
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
VIII G-Max Chi Strike Special % 3 (max 4)
     
     
All adjacent foes
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
IV Hammer Arm Physical Tough 100 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat.
I High Jump Kick Physical Cool 130 90% 10 (max 16)
     
     
Any adjacent Pokémon
The target is attacked with a knee kick from a jump. If this move misses, the user takes damage instead.
I Jump Kick Physical Cool 100 95% 10 (max 16)
     
     
Any adjacent Pokémon
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
I Karate Chop Physical Tough 50 100% 25 (max 40)
     
     
Any adjacent Pokémon
The target is attacked with a sharp chop. Critical hits land more easily.
I Low Kick Physical Tough 100% 20 (max 32)
     
     
Any adjacent Pokémon
A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
V Low Sweep Physical Clever 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
II Mach Punch Physical Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user throws a punch at blinding speed. This move always goes first.
VI Mat Block Status Cool % 10 (max 16)
     
     
All allies
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
VIII Max Knuckle Physical % 3 (max 4)
     
     
All adjacent foes
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
VIII Max Knuckle Special % 3 (max 4)
     
     
All adjacent foes
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
VIII Meteor Assault Physical 150 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger.
VIII No Retreat Status % 5 (max 8)
     
     
Self
This move boosts all the user's stats but prevents the user from switching out or fleeing.
VIII Octolock Status 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
VI Power-Up Punch Physical Tough 40 100% 20 (max 32)
     
     
Any adjacent Pokémon
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
V Quick Guard Status Cool % 15 (max 24)
     
     
All allies
The user protects itself and its allies from priority moves.
III Revenge Physical Tough 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack move's power is doubled if the user has been hurt by the opponent in the same turn.
II Reversal Physical Cool 100% 15 (max 24)
     
     
Any adjacent Pokémon
An all-out attack that becomes more powerful the less HP the user has.
II Rock Smash Physical Tough 40 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks with a punch. This may also lower the target's Defense stat.
I Rolling Kick Physical Cool 60 85% 15 (max 24)
     
     
Any adjacent Pokémon
The user lashes out with a quick, spinning kick. This may also make the target flinch.
V Sacred Sword Physical Cool 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks by slicing with a sword. The target's stat changes don't affect the damage inflicted by this move.
V Secret Sword Special Beautiful 85 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user cuts with its long horn. The odd power contained in the horn deals physical damage to the target.
I Seismic Toss Physical Tough 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
III Sky Uppercut Physical Cool 85 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks the target with an uppercut thrown skyward with force.
V Storm Throw Physical Cool 60 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks by striking the target with a fierce blow. This move always lands a critical hit.
I Submission Physical Cool 80 80% 20 (max 32)
     
     
Any adjacent Pokémon
The user grabs the target and recklessly dives for the ground. This also damages the user a little.
III Superpower Physical Tough 120 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user attacks the target with great power. This also lowers the user's Attack and Defense stats.
VIII Thunderous Kick Physical 90 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat.
VIII Triple Arrows Physical 90 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user kicks, then fires three arrows. This move has a heightened chance of landing a critical hit and may also lower the target’s Defense stat or make it flinch.
II Triple Kick Physical Cool 10 90% 10 (max 16)
     
     
Any adjacent Pokémon
A consecutive three-kick attack that becomes more powerful with each successful hit.
IX Upper Hand Physical 65 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
IV Vacuum Wave Special Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
VIII Victory Dance Status % 20 (max 32)
     
     
Self
The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats.
II Vital Throw Physical Cool 70 % 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks last. In return, this throw move never misses.
IV Wake-Up Slap Physical Tough 70 100% 10 (max 16)
     
     
Any adjacent Pokémon
This attack inflicts big damage on a sleeping target. This also wakes the target up, however.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Changed types

The following moves have had their types changed into Fighting.

Move Original type New type
Karate Chop Gen I Normal Gen II+ Fighting

Abilities

Interacting with the Fighting type

A Pokémon with Protean or Libero will become a Fighting-type Pokémon if it uses a Fighting-type move. A Pokémon with Color Change, Imposter, RKS System, or Multitype will become a Fighting-type Pokémon if (respectively) it is hit with a Fighting-type move, is sent out against a Fighting-type opponent, is holding a Fighting Memory, or is holding a Fist Plate or Fightinium Z.

Gen Ability Description
IX Mind's Eye The Pokémon ignores changes to opponents' evasiveness, its accuracy can't be lowered, and it can hit Ghost types with Normal- and Fighting-type moves.
IV Scrappy The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves. It is also unaffected by Intimidate.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual Ability's page.

Exclusive Abilities

Currently, no Abilities are exclusive to Fighting types. This does not include signature Abilities.

Items

Name Description
  Black Belt An item to be held by a Pokémon. This belt helps with focus and boosts the power of the holder's Fighting-type moves.
  Chople Berry If a Pokémon holding this Berry is hit with a supereffective Fighting-type move, the power of that move will be weakened.
  Fighting Gem A gem with an essence of combat. When held, it strengthens the power of a Fighting-type move one time.
  Fighting Memory A memory disc that contains Fighting-type data. It changes the type of the holder if held by a certain species of Pokémon.
  Fighting Tera Shard On rare occasions, these shards form when a Tera Pokémon falls in battle and its Tera Jewel shatters.
  Fightinium Z This is a crystallized form of Z-Power. It upgrades Fighting-type moves to Z-Moves.
  Fist Plate An item to be held by a Pokémon. This stone tablet is imbued with the essence of the fighting spirit and boosts the power of the holder’s Fighting-type moves.
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual item's page.

Cram-o-matic

Name
  Armorite Ore
  Black Belt
  Calcium
  Carbos
  Choice Band
  Expert Belt
  Focus Band
  Focus Sash
  HP Up
  Iron
  Kelpsy Berry
  Leppa Berry
  Macho Brace
  Muscle Band
  Power Anklet
  Power Band
  Power Belt
  Power Bracer
  Power Weight
  Protective Pads
  Protein
  Salac Berry
  Zinc

Notable Fighting-type Trainers

Main article: Category:Fighting-type Trainers
Gen Trainer Title Location
I  
Bruno
Elite Four Indigo Plateau
II  
Chuck
Gym Leader Cianwood Gym
III  
Brawly
Gym Leader Dewford Gym
IV  
Maylene
Gym Leader Veilstone Gym
V  
Marshal
Elite Four Unova Pokémon League
VI  
Korrina
Gym Leader
Successor
Shalour Gym
Tower of Mastery
VII  
Hala
Island kahuna
Elite FourSM
Melemele Island
Alola Pokémon LeagueSM
VIII  
BeaSw
Gym Leader Stow-on-Side Stadium
IX  
Eri
Team Star Caph Squad's Base
IX  
Dendra
Instructor Naranja AcademyS
Uva AcademyV


Additionally, Mustard used to be a Fighting-type expert when he was a Gym Leader.

Icons

Core series

                               
Icon from
Pokémon Ruby, Sapphire, Emerald, HeartGold and SoulSilver
Icon from
Pokémon FireRed and LeafGreen
Icon from
Generation IV
Icon from
Generation V
Icon from
Generation VI
Icon from
Pokémon Sun, Moon, Ultra Sun and Ultra Moon
Icon from
Let's Go, Pikachu!; Let's Go, Eevee!
Icon from
Pokémon Sword and Shield
Symbol icon from
Let's Go, Pikachu!; Let's Go, Eevee!; Sword, Shield and HOME
Icon from
Pokémon Brilliant Diamond and Shining Pearl
Symbol icon from
Pokémon Brilliant Diamond, Shining Pearl, Scarlet and Violet
Icon from
Pokémon Legends: Arceus
Symbol icon from
Pokémon Legends: Arceus
Icon from
Pokémon Scarlet and Violet
Tera icon from
Pokémon Scarlet and Violet
Tera symbol icon from
Pokémon Scarlet and Violet

Side series

         
Icon from
Pokémon Stadium
Icon from
Pokémon Stadium 2
Icon from
Pokémon Colosseum
Icon from
Pokémon XD: Gale of Darkness
Icon from
Pokémon Battle Revolution

Spin-off games

                   
Symbol icon from
Pokémon Ranger
Symbol icon from
Pokémon Battrio
Symbol icon from
Pokémon Tretta
Symbol icon from
Pokémon GO
Symbol icon from
Pokémon Rumble Rush
Symbol icon from
Pokémon Masters EX
Symbol icon from
Pokémon Mystery Dungeon: Rescue Team DX
Symbol icon from
Pokémon Mezastar
Symbol icon from
New Pokémon Snap
Symbol icon from
Pokémon Sleep

In the TCG

Main article: Fighting (TCG)

Due to the decreased amount of types in the TCG, Fighting generally adopts all Rock- and Ground-type Pokémon under its typing.

Fighting-type Pokémon in the TCG are generally weak to Psychic with no resistances. Fighting-type Pokémon are strong against Colorless, Darkness and Lightning Pokémon, whilst some Colorless and Psychic Pokémon can resist the Fighting type.

Statistical averages

Overall

Stat
HP: 79.42
Attack: 109.84
Defense: 81.6
Sp.Atk: 67.57
Sp.Def: 74.78
Speed: 83.85
Total: 497.06


Fully evolved

Stat
HP: 86.55
Attack: 120.48
Defense: 90.77
Sp.Atk: 74.23
Sp.Def: 82.93
Speed: 92.92
Total: 547.88



Trivia

  • Generation V introduced the most Fighting-type Pokémon of any generation, with 16 (including Meloetta's Pirouette Forme), and Generation II introduced the fewest, with three.
  • Generations I, II, and IV introduced the most Fighting-type moves of any Generation, with eight, and Generation VII introduced the fewest, with only one: All-Out Pummeling.
  • Fighting has been paired up with every other type at least once.
    • The Fighting type was the last type to receive a Pokémon with Flying as the other type, only receiving one with Hawlucha in Generation VI.
  • All Fighting-type moves that do damage only target one foe, and all physical Fighting-type moves make contact except for one, Meteor Assault.
  • There has been at least one Fighting-type specialist in every region and generation. It shares this trait with the Psychic and Ice types, although Ice-type trainer Sina is not native to the Alola region where she can be battled.
  • Color representations for the Fighting type have generally been inconsistent in various Pokémon media. While the Fighting type has been associated with the color red in the main Pokémon games since Generation III and up to Sword and Shield, it is associated with orange in the Pokémon Stadium series, the Pokémon Mystery Dungeon series, Pokémon Masters EX, and the main Pokémon games since Brilliant Diamond and Shining Pearl. It is also associated with the color brown in the Pokémon Trading Card Game.
  • The Fighting type is the most common secondary type for evolutions of first partner Pokémon, with six first partner Pokémon lines being paired with it, three of them being Fire-type.
  • The Fighting type could be considered a physical counterpart to the Psychic type:
    • The highest average stat among all Fighting-type Pokémon is Attack, while for Psychic-type Pokémon, it is Special Attack.
    • While the Fighting type is the only formerly physical type to not have any old moves changed into special moves, the Psychic type is the only formerly special type to not have any old moves changed into physical moves.
    • Counter and Mirror Coat, moves countering physical and special attacks are, respectively, Fighting- and Psychic-type moves.
    • Bulk Up and Calm Mind, moves raising physical and special stats are, respectively, Fighting- and Psychic-type moves.
    • The Cram-o-matic considers Choice Band and Muscle Band Fighting-type inputs, and Choice Specs and Wise Glasses Psychic-type inputs.
  • The Fighting type is tied with the Ground type for being super effective against the most amount of types, with five.
  • The Fighting type is the only type that deals super effective damage against the Normal type.
  • On average, Fighting-type Pokémon have the highest physical Attack of all types.
  • The Fighting and Bug types are the only two separate types that resist each other.
  • Every Fighting-type Gym Leader and Elite Four member, along with Eri from Team Star, uses a Machamp or a Lucario or in at least one of their teams.
  • The Fighting type is the most common type for Paradox Pokémon to have, with five Paradox Pokémon being Fighting-type.

In other languages

Language Title
  Japanese かくとう (格闘) Kakutō
Chinese Cantonese 格鬥 Gaakdau
Mandarin 格鬥 / 格斗 Gédòu
  Czech Bojový
  Danish Kamp
  Dutch Vecht
  Finnish Taistelu
  French Combat
  German Kampf
  Greek Μαχητής Machitís
  Hebrew לחימה Lekhima
  Hindi फ़ाइटिंग Fighting
लड़ाई Ladaee*
  Hungarian Harcos
  Indonesian Petarung*
Tanding*
  Italian Lotta
  Korean 격투 Gyeoktu
  Malaysian Berlawan
  Norwegian Slåss*
Kjempende*
  Polish Walczący
Portuguese   Brazil Lutador
Luta
Guerreiro
  Portugal Luta
Lutador*
  Romanian Luptă
  Russian Сражение Srazheniye
Боевой Boyevoy
Spanish   Latin America Pelea
  Spain Lucha
  Swedish Strids*
Slagsmål
Boxartyp*
  Thai ต่อสู้ Tosu
  Turkish Dövüşçü
Dövüş
  Vietnamese Giác đấu
Chiến đấu